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Dear all, With the next DCS: AH-64D update, we will be releasing the RMAP mode for the Fire Control Radar (FCR). Due to illness and time limitations, I was unable to create an instruction video for it. My apologies, as it's a very interesting features that a lot of time has gone into. In the meantime, please find attached a section of the DCS: AH-64D Guide pertaining to this new feature. Kind regards, Wags DCS AH-64D FCR RMAP Mode.pdf24 points
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Introducing AI_ATC Nellis AFB --------------------------------------------------------------------------------------------------------------------------------------------------------- What is it? AI_ATC is a study level simulation of ATC procedures at Nellis Airforce base. It is designed to help virtual pilots study, plan and execute realistic procedures for Nellis AFB and the Nevada Test and Training Range (NTTR). Who is it for? Virtual pilots interested in learning realistic ATC procedures and familiarizing themselves with the Phraseology. It is intended to be used by small groups to practice procedures and build confidence in communicating with ATC. It can be flown in both single player and multiplayer environments. --------------------------------------------------------------------------------------------------------------------------------------------------------- We recommend a Crawl, Walk, Run approach when you first start using AI_ATC. Start by completing the included Tutorial mission. It will walk you through the basics of how to use AI_ATC and the local procedures at Nellis AFB. Execute F-10 commands manually for your first few flights. Once you are familiar with the F-10 Menu structure, move on to setting up VOICE ATTACK and learning the Phraseology. A complete guide on how to install voice attack and the AI_ATC profile is included separately. AI_ATC is compatible with VAICOM. Refer to the included documentation for setup. --------------------------------------------------------------------------------------------------------------------------------------------------------- Their is a complete Video tutorial series on the DCS Hacks YouTube Channel. Patreon Supporters can get early access to: AI_ATC Andersen AFB AI_ATC Incirlik AFB https://patreon.com/Avalanche110?utm_medium=unknown&utm_source=join_link&utm_campaign=creatorshare_creator&utm_content=copyLink https://www.givesendgo.com/AIATC After a period of time these will be Publicly available for FREE at which point supporters will gain early access to new projects. --------------------------------------------------------------------------------------------------------------------------------------------------------- Join us on discord: https://discord.gg/Sn4aTvmx AI_ATC has proven itself reliable in multiplayer environments. However, due to the Complexity and variability of multiplayer servers, issues are inevitable. For this reason I ask that you host servers privately. --------------------------------------------------------------------------------------------------------------------------------------------------------- DOWNLOAD AI_ATC Nellis AFB: https://github.com/Avalanche110/AI_ATC_Nellis_AFB ---------------------------------------------------------------------------------------------------------------------------------------------------------10 points
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Sneak peak of the next asset in the upcoming update. I just love this little guy...10 points
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Hello everyone, Alphajet Model Update The exterior 3D model is 98% complete, with only a few details and corrections needed to achieve the highest level of realism. The animations will be finished once these remaining parts are added. The interior 3D model is also well advanced. We need to add one object (knife) in the front seat and improve the seat texture for greater realism. For the rear seat, some animations are still needed, but the bulk of the work is done. The pilot and helmet are in progress. Regarding the EFM, the current results are very promising, thanks to feedback from former pilots. We are moving in the right direction, we are runing study on the stall part for the best flight expérience possible. In terms of code, several instruments are already interactive: altimeter setting, lights, formation and position lights, anticollision lights, and some other details for you to discover. Currently, the tanks, cannon, and smoke pod are implemented. There is also the possibility to change color in mid-flight. As for the textures, the base is nearly complete, with a few bolts and plates still to add. For the liveries, we are preparing a variety of paint schemes that will be available upon the mod's release, including Patrouille de France, 3/8 Côte d'Or, ASD, Flying Bulls, Qatar, and more. If you would like to help with the liveries, please send us the desired paint schemes in the Alphaskin channel, including the cutouts of insignias and registrations, as well as high-quality side, top, and bottom photos of the aircraft. We will keep you updated. Happy flying! The SplitAir Team screen by ©biwi8 points
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So the current situation is as follows, the fix Skate found is working however, it will no longer pull from the F-22 SFM lua, it is calling the F-15 avionics dll as well as the FM dll that means the SFM table is not being used. You also might notice that the plane doesn't pinwheel on the ground anymore due to the use of the F-15 FM dll. Our intention was to not use the F-15 FM and just deal with the SFM table as it let us get different results. You will also notice the plane will stall a lot smoother and doesn't chunk at all anymore again due to SFM no longer being in use. I am working on a fix to the mod to get it back up and running as best we can for now. We will have to evaluate the situation and make a decision on what we can/are going to do moving forward.7 points
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6 points
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And a WIP screenshot of the MiG-21 model, that now much more resembles a MiG-21MF. Work done by Odyseus!6 points
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6 points
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5 points
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5 points
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DCS needs better ATC and landing procedures full stop, in big missions we use a real ATC guy in our group it adds so much5 points
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5 points
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4 points
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Hello Chaps. The Overhauled USAF Weapons School is getting closer. Their will be A LOT to digest and get your head around to get the most out of it. Starting with The Dynamic ATC, I have started a series of demonstration videos that outline the features and how to interact with them. Again, think of this as more of a Tech demo than a campaign.3 points
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3 points
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3 points
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Hi, it's time to introduce the complete team here in this thread. Vietnam War Vessels is not really a single person effort! Here's the team in alphabetical order: Beldin: Hello, I've played computer games basically since they were invented. Aviation and military history enthusiast. Long time Recording Engineer going back to the analog tape days. I started modding games for personal use back in the early 2000s. DCS is the first game where I've attempt to share my efforts with the community. Citizen: Hi, I'm Citizen! I've been an avid flightsimmer since I was very young. My first game was Microsoft Flight Simulator 4.0 for the Macintosh, and it was A-10 Attack! by Parsoft that fully cemented my love of the genre. Like many others, I'm also a fan of the Operation Flashpoint/ARMA series, and I keenly remember being annoyed at so many servers transitioning to some weird zombie mod. For better or worse, DCS is the high water mark for military flight simulation, and I'm glad to be a very small part of pushing the genre forward. Hawkeye60: I am a 3D modeler, Astronomer, Master gardener: I won the silver plate award at the USA Topsfield Fair, Engineer, Tech addict, Amateur Musician, Flight sim addict! Been flying sims since 1986 on a Apple 2E Sublogic! Bought every sim since! Eagle Dynamics has been taking my money, and been a member of the DCS community since 2016 but flying it since 2020. Started modeling back im 2017 with Markindel, Crazyeddie and Stonehouse, the best of times. Odyseus: Hello, my name is Odyseus. I love all things military. I've started modding back in 2003. I had zero experience but I really wanted to learn. So I joined multiple projects in the ARMA 3 community. I ve been playing video game since I was a little kid and I always like a passion for simulator. Now I've the opportunity to bring some of my work to DCS by helping with the Vietnam War Vessels mod. Petr005: I'm a hobby 3d modeler and I've been involved in multiple projects: RHS for Arma 3 and up, various Squad mods and the infamous Burning Lands Vietnam. I find the Vietnam War period interesting as a modeler and look forward to contribute to the Vietnam War Vessels mod. seabat: They taught me how to march down the middle of a street when there was perfectly good sidewalks. They said "did you see the bats in the cargo hold?" I had not so I went to look. Never saw them but as I actually went to see bats the name stuck. Learning how to do liveries for DCS Modules now. Spino: Hi, Spino here! I got into flight simming about ten years ago with the Microsoft Flight Simulator series. My first combat sim was CFS3, which really got me hooked on combat aircraft simulation. About five years ago I discovered DCS, fell in love with it, and never looked back since. TeTeT: I'm TeTeT, a long term DCS and Arma 3 player. I started modding with Arma 3 and expanded late 2023 into DCS. I've been interested in the Vietnam War since a long time, played various boardgames like VG Vietnam, Downtown, Silver Bayonet, Platoon back in the day. Since 2014 I joined the Arma3 Unsung Vietnam War mod team and now run Vietnam War Vessels for DCS. We're building and rigging assets for the Vietnam War era and focus on AI assets. toan: I'm an aeronautics enthusiast and I have been using DCS since 2020. Because I'm also a pilot and amateur sailor, I'm quite addicted with DCS naval assets and naval aviation, testing large carrier groups battles, and enjoy testing multiple ships, aircraft and weapons. Whiplash: I'm Pedro a.k.a "Whiplash" from the beautiful country of Portugal. I'm a modder and one of the developers behind the S.O.G. Prairie Fire and Spearhead 1944 DLCs for Arma 3. I am deeply passionate about gaming, particularly within the Mil-Sim and Flight-Sim genres and everything Vietnam War related.3 points
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3 points
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Bonjour à tous, Je suis ravi de vous présenter notre mod Rafale dans sa version Bêta pour DCS (Digital Combat Simulator), qui apporte une expérience de vol réaliste et immersive avec l'un des chasseurs les plus emblématiques de l'aviation moderne. Caractéristiques du Mod : Modèle 3D détaillé : Le Rafale est modélisé avec précision, offrant des textures et des détails réalistes. Large éventail d'armements: Missiles AIR/AIR (MICA IR,MICA EM, METEOR). Bombes guidées (AASM). Missiles AIR/SOL (SCALP, EXOCET) Canons Cockpit interactif : Un cockpit en partie fonctionnel avec des instruments réalistes basé sur ceux du F18 et des commandes interactives. Dépendance du mod: Notre mod est basé sur le module F18 de DCS il est donc nécessaire de le posséder. Variantes Disponibles : Rafale B : Version biplace Multicrew pour l'aviation de chasse, conçue pour l'interception et l'attaque au sol. Rafale C : Version monoplace, optimisée pour des opérations aériennes. Rafale M : Version navale, conçue pour opérer depuis les porte-avions. Installation : Pour installer le mod, suivez ces étapes : Téléchargez le mod depuis notre discord : Téléchargement du mod Extrayez le Mod Dans OVGME et activez le. Si vous ne le possédez pas un tuto ce trouve ici: Tuto OVGME Lancez DCS et sélectionnez le Rafale dans le menu des avions disponibles. Notre mod Rafale est un excellent ajout à DCS, que vous soyez un pilote chevronné ou un novice. N'hésitez pas à partager vos expériences et vos astuces dans les commentaires ! Bon vol à tous ! Hello everyone, I am delighted to present the Rafale mod for DCS (Digital Combat Simulator), which offers a realistic and immersive flying experience with one of the most iconic fighters of modern aviation. Mod Features: Detailed 3D model: The Rafale is accurately modeled, offering realistic textures and details. Wide range of armaments: AIR/AIR Missiles (MICA IR, MICA EM, METEOR). Guided bombs (AASM). AIR/SOL Missiles (SCALP, EXOCET). Guns. Interactive cockpit: A partially functional cockpit with realistic instruments Base of F18 and interactive controls. Mod dependency: Our mod is based on the DCS F18 module, so it is necessary to own it. Available Variants: Rafale B: Multi-crew two-seater version for air combat, designed for interception and ground attack. Rafale Single-seat version, optimized for air operations. Rafale M: Naval version, designed to operate from aircraft carriers. Installation: To install the mod, follow these steps: Download the mod from our discord: Mod Download Extract the mod into OVGME and activate it. If you don't have it, a tutorial can be found here: OVGME Tutorial Launch DCS and select the Rafale from the available aircraft menu. Our Rafale mod is an excellent addition to DCS, whether you are an experienced pilot or a novice. Feel free to share your experiences and tips in the comments! Happy flying to all!2 points
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2 points
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THIS IS AWESOME!!!! great work. I have a few notes (for reference I'm a 23 year tower and radar controller at both civilian and military airfields in the US). ->The ATIS information we don't say QFE we just say "Altimeter Two Niner Niner Two" All altitudes are read as single numbers ie One Four Thousand for 14,000. ->Runway taxi instruction phraseology is "Runway ## taxi via taxiway X X X [hold short or cross runway if needed]." the pilot will hold short of the runway themselves. also only when giving a progressive taxi instruction would you use turn left Charlie right alpha or something similar. it takes a lot of time to say those words, and in our world seconds count, so the less we have to say the better. ->Single pilot fighter aircraft takeoff clearance is: "c/s runway XX, wind XXX/XX, change to departure, cleared for takeoff" (personally I say change to departure after the takeoff clearance but that's what the book says). -> In the US Flight Levels don't begin until FL180, below that its One Two Thousand One Seven Thousand, Two Thousand Five Hundred, etc. -> When giving a radar vector and not using turn left/ turn right heading, say "fly heading" It looks like some of these things were corrected later in the video when you were inbound, such as fly heading and removing the QFE and QNH phraseology. -> The overhead sequence from tower should be "report initial (3-5 nm from runway), then give break instructions ie left/right break, at the approach end, mid-field, departure end, etc. for sequencing in the pattern. -> The runway exit instructions (since it seems to know where you're parking) are "Turn left/right next taxiway, at the end, or [taxiway name]. I wrote these notes as I watched the video. again this is great work, just some things that would make it a bit more polished. Ref: 7710.65AA Air Traffic Control Handbook (used by both US Military and Civilian ATC). The tower section is Chapter 3, Radar is under Chapters 4 and 5.2 points
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If you use modifiers then you might also need to edit the modifiers.lua file since the device ID's appear there as well.2 points
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Ive checked the update logs, the bugfix is in the upcoming update. Currently you need the left engine running for the door to work :)2 points
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A a former gunner on a CVR(W) we never fired on the move, the turret is all hand cranked, and firing on the move was never taught, as there was a basic Operation procedure. that used the pneumonic CLITIFAD .. T being "Trnunnion tilt" which mean the uneven ground would have an effect on the accuracy of the gun, the Rarden cannon also could be fiired automatically but only be loaded with 2 x 3 round clips at any time, all done by hand, the first round was your "spotting round" and the other 5 rounds went off automatic. No fancy electronics, no stabalised gun, it was a hard position as you had to use both hands at the same time to control the turret.2 points
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2 points
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NOT my Mod! https://www.digitalcombatsimulator.com/en/files/3333285/ Mulberry Harbor Assets Have not seen this posted on the forums Worth a better look IMHO NOT my Mod! But I wish It was! Nice work! A new berthing spot for your fleet!2 points
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BUG This is how AI aircraft currently take off from the boat during CASE 1: When spooling up, they turn the beacon on. When launching, the turn the beacon off. When airborne, they turn the formation lights on. Then they immediately start climbing to at least 1200'. SOLUTION This is what carrier based AI aircraft should be doing: Do not use any external lights at all (especially on and around the boat, but in general no lights during the whole flight). When launching, fly 300 kts IAS and climb to 500'. Continue along the BRC in this manner until 7 nm away from the boat. Then start following waypoints. REPRO Put a 4-ship Hornets on the Supercarrier, mid day, clear weather, with a waypoint somewhere on the map. Observe them in Spectator mode. REMARKS The bug is somewhat serious, since it stop players from using carrier based aircraft while performing realistic CASE 1 recovery procedures with human players. The AI aircraft will climb too high and risk collision with recovering aircraft. The unrealistic external lights handling kills some immersion by looking a little silly. They actually do turn off the lights before the landing, which is nice. Well done there! Even if providing the AI flights with waypoints trying to get them to hold speed and altitude, they will ignore them during the departure. This makes sense because they're in a departure AI state, but also stops us from working around the bug. Lights should generally stay off daytime even during CASE 3 with low clouds, for both departure and recovery. In fact, except for nighttime, they rarely come on at all. REFERENCES Track and miz attached. Hornet_AI_Case1_Bug.trk CASE1_Bug.miz2 points
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Not really going into details, misses a lot and ugh - doesn't know much about SteamVR supersampling. Of course you can easily tank your fps by using DCS's pixel density value. On my end i found my sweetspot for the settings. I'm at the same resolution now that i used for the Pico 4, that's around 3800x3800 per eye. All quality settings on max on the 4090. Checked a lot of different scenarios and oh my god, it's sooo good to have OLED panels again. And the ones in the PSVR2 are the most powerful i've seen so far. Especially at night it's a total different experience. Lights in general, gunfire, explosions, sparks spraying on armor hit by bullets. The FLIR of the PNVS in the Apache looks so much better now. And so many new visible small details! All that stuff that is lost through compression is visible again. The next big thing that i totally forgot about in the past years with VR streaming is LATENCY. I got so used to the latency from virtual desktop that it really struck me after a realizing how much more responsive DCS is now. Final Verdict: If you already have the PSVR2 it's a no-brainer. The adapter will double the value of the device and transform it into a fully fletched PCVR headset. If you were lucky and got your PSVR2 in the latest sale. Get the adapter too, it's a steal! If you had the abandoned Reverb G2 before and you are now looking for an alternative -> The PSVR2 fills the gap the HP Reverb G2 has left and will be an upgrade. In the same price range you can now get an powerful OLED VR HMD with much better specs than the good old times of 2016. --- Pros: - OLED panels with 2000 x 2040 pixel per eye (extreme high color bandwidth because HDR capability, very high contrast ratio, very high dynamic range for brightness) - solid SLAM tracking - light and comfortable (i recommend Globular Cluster's comfort mod plus their headphone mod) - uncompressed direct DisplayPort connection -> low latency (!) - FOV of 110° horizontal and ~100° vertical - the hand controllers are very good too, ergonomical and light weight (i don't use them with DCS, but for any other VR games) - if you have a PS5, check those highend VR games in HDR! (GT7, Resident Evil 4, Resident Evil 8, Horizon: CotM and more) Cons: - OpenXR via SteamVR (all the good and the bad it brings to the table) - the classic PCVR tinkering stuff for best performance - fresnel lenses need more attention with correct placement on the head. take your time here with eye distance setting to find the right sweet spot. - typical fresnel lenses stuff: no edge to edge clarity, color dispersion - eye tracking implemented in hardware but not useable on PC (for now?) - HDR mode not available on PCVR (not yet?) --- Hint #1: don't be stupid like some youtubers. If you have a VR capable rig and didn't try to get away with a cheap motherboard you should have Bluetooth integrated with the onboard WLAN adapter. Plug in the antenna in the back panel to have a much more powerful BT sender and receiver than any USB dongle. Works flawless with the PSVR2 controllers. Actually, the PSVR2 setup process was one of the fastest i ever had. 5 minutes and everything was ready to go. Hint #2: if you have a PS5, make sure to update the firmware of the headset and the controllers here first before trying to connect to PC.2 points
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Вот поэтому я до сих пор на проводе через КвестЛинк Любые плюсы VD огорожены тем, что я до сих пор не могу понять, как там что работает, почему именно так, а не просто через провод(скорость интерфейса? Спорно.) и зачем весь этот паровоз из нескольких устройств))) И ещё всего докупи и за всё заплати, с непонятным результатом, увижу ли я его вообще))2 points
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Довольно занятный баг. DCS MT: 2.9.6.58056. Также у меня установлен и используется Supercarrier модуль. Как воспроизвести: - На карте нужны ТАКР Кузнецов (2017), CVN-71 и F/A-18. - Сначала запрашиваем посадку у РП Кузнецова. Затем, не отменяя своего запроса, запрашиваем посадку у Рузвельта. - Садимся на Рузвельт, получаем трос аэрофинишера идущий с Рузвельта на Кузнецов. Только не спрашивайте, как я с этим столкнулся . Я понимаю, что сценарий маловероятный, но вообще, я просто в онлайне попутал частоты для связи с авианосцем, так и обратил на это внимание. Трек прилагаю. Скрины для наглядности: Вот скриншот из онлайна. Там Кузнецов со старой текстурой, не знаю с чем это связано. Трек тоже есть, но он будет большой и не факт, что сойдется. Баг там по такому же принципу воспроизводится. null takr-cvn-bug.trk2 points
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2 points
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Well...of course, it has to do with "features" - that is, what features do you want/need vs budget/cost. For example, a board might have every conceivable feature you'd ever need, but cost twice as much as you intend to spend, so it's not a good choice. For the 7000 CPUs ('Zen4') there are four types: B650, B650E, X670 and X670E (in order from least costly/fewest features to most costly/featured; there is also an entry level A620; not at all meant for gaming/performance, thus we're not discussing that lol). Of the four we're talking about, the basic difference is PCIe 5.0 support/number of lanes. We're still a long way from saturating 16 lanes of PCIe 4.0 bandwidth, so some people say there's no need to pay for PCIe 5.0. However, things do change, they are changing, and the rate of change sometimes accelerates once a given feature 'catches on' (note it can also fizzle out and disappear, for better or worse, like eSATA, Firewire, SLI, etc). I think that it's not GPUs that will really benefit from PCIe 5.0, I believe it's storage. Without getting too far into it, even though most other parts of a PC have come a long way in terms of speed/performance, there are still people using machines with SATA SSDs or even older mechanical hard drives. More recently, the hardware has finally advanced through different levels of PCIe such that PCIe 4 devices are running up to approximately 12 times the speed of a SATA SSD, and PCIe 5 can reach past 26 times SATA SSD speeds. The problem - as is often the case, is that now the hardware has exceeded what the software was really intended to do. So there's not really much taking advantage of the tremendous advances in storage speeds to improve game performance, beyond simple faster loading times. Faster loading times are OK, but that increased storage performance can now actually improve in-game performance. Yes: Frame rates can actually improve with faster storage, and this can help improve texture loading, not just maps/levels, so that moving through game 'worlds' is smoother. Again, I don't want to get too far off course on it, but it is real, it is already happening, and IMO it's going to 'catch on' to the point support will be standard in all games. Due to things like the pandemic and other factors, it's been slow to gain ground, but I think it'll grow exponentially. More significantly, it represents the first time (that I can think of) where storage performance can actually improve game performance, rather than hurt it. So, PCIe 5 - IMO - is an important feature in newer CPUs, chipsets, and boards. GPUs may not really 'need' this bandwidth now, but storage can definitely benefit. Here's a chart showing how each of the chipsets/boards implements PCIe 5: >AM5 chipsets< (note this chart also shows thr newest 800-series chipsets, but I'm not addressing those here) Here's a really nice Google Docs sheet showing all the various boards from all the major manufacturers, with features broken out: >AM5 board sheet (works best in Chrome)< The four chipsets I mentioned before (B650, B650E, X670 and X670E) will - broadly and generally - support a greater number of PCIe lanes, and PCIe 5 vs 4, as you go through in the order I've listed them. Generally: X670E will have 5x16 (GPU) and (up to*) two 5.0x4 and two 4.0x4 M2 slots X670 have 4x16 GPU and one 5.0x4 and (up to*) three 4.0x4 M2 slots B650E have 5x16 (GPU) and (USUALLY*) one 5.0x4 and (up to*) three 4.0x4 M2 slots (most have only two 4.0x4) B650 have 4x16 (GPU) and (USUALLY*) one 5.0x4 and (up to*) two 4.0x4 M2 slots (many have only one 4.0x4) *("up to" generally depends on board model and physical size; eg microATX, ITX boards are smaller thus fewer m2 slots) *(USUALLY: MOST B650E boards have one 5.0x4 slot, but a couple top-end models have two. FEW units have three 5.0x4 and one 4.0x4) Please note this is **generally** so don't hammer me if there are exceptions here and there. So you can see that the difference in different boards mostly comes down to PCIe version and number of lanes/available slots. Beyond differences in chipsets, There are other, less obvious features you might want; one example of this is I tend to look for boards that support some type of thermistor (Asus calls it "T-Probe" IIRC, others have their own names}. This specific feature is often only found on higher-end boards, but it's something I've leaned to appreciate and value. I can use the sensor input on the board to physically monitor the GPU temperature, and control fans on my case based on the actual GPU temp. I don't have to have fan monitoring/curve controlling software (like SpeedFan) running. The board I chose also supports a specific type of overclocking which even works on X3D CPUs, something that isn't typically supported without that feature (of course, it costs more). It is *very* rare, even among enthusiast boards like X670E, and even more so on non-enthusiast boards like B650E. I don't think there are any X670 or B650 (non-E) boards that have it. There's also the number and type of USB ports - this matters more to most flight sim players I think than it does to other types of gamers, because of the number of devices some flightsim enthusiasts use. It's a good idea to actually count the number of ports you're using now so you can make sure you're looking at boards that have what you need. So, like usual, budget will probably come first, 'brand loyalty' usually comes next, then figure out which features you want for the cost, and check the sheet to see what your options are. Even B650 boards can be suitable, if you're not going to use a lot of storage and don't care about GPU having PCIe 5. If you want PCIe 5.0 GPU slot, a B650E might be a good choice. If you need PCIe 5.0 graphics *and* want multiple PCIe 5.0 storage slots, you're probably looking at a ATX sized X670E board (there are a couple B650E exceptions with multiple PCIe 5 storage slots). Hopefully that answers the question. Sorry for the length but there is quite a bit to consider. I welcome any questions. Most likely, you're seeing the long boot times due to what's called memory 'training'. I have an Asus X670E board, same thing. I've done several Am5 builds now and they do seem a little 'fussy' about memory, particularly in certain cases. Good news is it's fairly straightforward to address: If you haven't done so, there are two BIOS settings that you can change that will resolve this - although I would say that on *extremely* rare occasion, my board has still decided to take longer to boot than usual. I have done some looking into it, and it does seem a very complex process, so not a huge shock to me TBH. But, as I said, the two BIOS changes all but eliminate it on the units I've built.2 points
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2 points
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There is no fooling you. Correct, it's the Sky Sabre/Land Ceptor launcher. The system will also come with a Giraffe AMB radar and C2 vehicle.2 points
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2 points
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Here in this video you can clearly see the huds refresh rate is much smoother/higher @FusRoPotato2 points
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Not only the F-16s hud refresh rate is low, also the hud is missing the gyroscopic effect that the Jf-17 and F-18 has on their huds. E.g. When you roll you can see the pitch ladder not instantly moving accordingly same with pitch.2 points
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@Wolfhound Neither, get the 7800X3D. The 14900KF is absurdly expensive & power hungry & kills itself. The 7950X3D is intended for people who both game and use heavy productivity software. For gaming, all those cores are not only not needed, but the extra chiplet can cause performance issues. So you are paying more, just to get potential problems in games.2 points
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2 points
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This post will focus on Khanabad-Karshi, Uzbekistan else known as Qarshi. Khanabad-Karshi was the base of the Soviet 87th Reconnaissance Air Regiment, 49th Guard Bomber Air Regiment and 39th Reconnaissance Air Regiment in 1979. 87th Reconnaissance Air Regiment Aircraft type MiG-21R Fishbed-H and Yak-28R Brewer-D. 49th Guard Bomber Air Regiment Aircraft type Yak-28I Brewer-C. 39th Reconnaissance Air Regiment Aircraft type MiG-25RB Foxbat. Attached photos for reference. 00. ED map 01-02. Actual location, current state 03-08. Late 70s photo of base, operations This airbase is missing from current plans and would be important to be included in order to re-create the conflict.1 point
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1 point
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The other day I was in a discord forum of virtual reality enthusiasts. A few were sim racers and I shared how amazing my dcs experiences were. They asked what should they get, I recommended to them the free Su25T and flaming cliffs 2024. I highlighted to them that these aircraft are more controls friendly than full fidelity, especially when using a mouse to perform actions but you can not see your mouse. I explained to them that a hotas should cover most functions to start playing and hopefully not get a frustrating experience which could otherwise ruin the initial impressions that could make or break someone new getting into dcs. It would be nice to see multicrew flaming cliffs level fidelity aircraft in the future, especially when it comes to having new ppl coming into the scene.. Flaming cliffs 2024 is a good thing along with the full fidelity modules!!1 point
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@RealDCSpilot thanks for the impressions and details. Following your feedback, as well as the current initial reviews on youtube, this does seem like a valid VR headset for PCVR, maybe also for newcomers. Actually, it seems to be the new alternative to the well known (but discontinued) HP Reverb G2. From what I gather for general first impressions across the web: - Similar resolution to HP Reverb G2, but with better FOV and better colors (OLED!) - DisplayPort connection (so no image compression and performance impact from wireless encoding/decoding, and no batteries) - Comfortable enough "out of the box" for most people (doesn't require aftermarket straps, mods or hacks, HALO type design) - Somewhat acceptable price (60€ for PC adapter + 600€ for VR headset --- used ones can be found at half the price) - Wide offer/availability in big marketplaces1 point
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So, the flight begins after a taxi to the threshold of the runway. The ground handling feels quite responsive for an aircraft of this age and size. You hold in brakes, throttle up to 85%, and let go of the brakes. You start rolling, move the throttle into afterburner, and gently pulling the stick full back. When the nose starts to rise, gently bring the stick back to center, and the aircraft will rotate on its own. Pitch for 10 degrees of nose up attitude and build up airspeed. The moment you establish a positive climb, gear comes up. At 200 knots, you're bringing up the flaps. At about 300 knots, come out of burner and at 350 use pitch to maintain that airspeed on climb out. The Phantom, despite its immensity, feels quite light in controls. You're looking at a maneuvering speed of about 450 knots. It rates pretty well for 3rd gen, but the climb performance can only be described as obscene. Pitch for 45 degrees, go full burner, and you'll be getting noise complaints from the ISS. Those J79s, when combined together, produce a disgusting amount of power and it shows. You can yank hard, wind down your airspeed indicator, but then you can wind it right back up by just letting the nose down a little, if at all. The performance sounds down right 4th gen, but the controls still feel subject to inertia and still hold a weight to them. It absolutely loves the vertical, pure and simple. Landing is also fairly straight forward. Below 250 knots, drop gear. 220, flaps. Maintain level flight and keep looking over your shoulder. The moment your wingtip is pointing at the end of the runway, start your base turn. Maintain on speed AoA and it feels like you'll be more dependent on rudder here than roll. Trim the jet for on speed for final so you just need to mess with throttles. You're looking at about 140 knots to 160 knots for approach speed, dependent on weight. And she even sets herself down without much effort. In short, the Phantom is a joy to fly. It'll behave well at low speeds if you're treat it with care and then become an absolute monster once you open the throttle.1 point
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Thank you for the great advice. Yeah, I deffinetely do not want to piss in the Army's cherrios so I will be very careful with what I discuss or show! Thank you for the kind words! I sent a copy of a book I compiled title Tandem Rotor to ED. The book covers the entire history of the Tandem Rotor helicopter that I could find. Basically, a brief summary of every type that has existed. I was not able to upload it myself so I sent it to ED to review and, if they approve, hopefully upload it themselves. It is not a work of originality so if they do load it feel free to download the PDF and share it with anyone who may desire completely free.1 point
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Hi, I have no news to share about Iraq yet, as soon as we are ready we will share some. thank you1 point
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I said "more reasonable" in comparison to the €10,000 Varjo XR-4. Not just "reasonable". You misquoted me. Are you a politician by any chance? Justin Trudeau... is that you?1 point
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Here’s a tutorial on how to start the F-14 Tomcat from a cold start, following the NATOPS checklist and real life procedures, with all the tests and checks explained. I hope you find it interesting and helpful.1 point
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